Useful features such as the multi-target System can make it more "Generic".
For example
@{target|1|token_name}
Stuff like this can be called again later in the same "Line" (there's ways to make a Macro spread across multiple Line Returns, but it's still considered one line) with the same Prefix, such as
(@{target|1|dexterity_mod})
(floor(@{target|1|pb} /2))
I would like to point out that you should always (parentheses) your potential negatives such as the Dex Mod, as you can't always rely on the parser to know how to read "+-1" but can count on it knowing how to read "+(-1)". Even if you don't need it, it's useful to have it done properly in case you Copy/Paste it to something that does need it.
Also remember that in 5e the Standard Ruling is that unless otherwise specified, you Round Down. This is commonly reflected in the Math they used for their Scaling Abilities:
Note: the @{calls} below this point are not targeted at anything, so, unless called from within a Character Sheet, you'll need to Target a Token linked to a Character Sheet either with the Prefix of @{target| or @{selected| or explicitly Target the Character by the Sheet Name (including any trailing "White Space")
@{Blue64|character_name} ≠ @{Blue64 |character_name}
So make sure you have the right Name, & ALL of said name
Using Charisma Spellcasting Ability Score (Sorcerer/Warlock/Bard):
Fire Bolt Cantrip (scales with Player Level): to Hit: [[1d20 +@{pb} +([[floor((@{charisma} -10) /2)]])]], Damage: [[[[(floor((@{level} +1) /6)) +1]]d10]]
Eldritch Blast Cantrip (scales with Player Level): Fires [[(floor((@{level} +1) /6)) +1]] Beams, to Hit (read Tooltip): [[[[(floor((@{level} +1) /6)) +1]]d20]] +[[@{pb} +([[floor((@{charisma} -10) /2)]])]], Damage: [[[[(floor((@{level} +1) /6)) +1]]d10]] Force Damage per Beam
That covers both Cantrip Dice Progression, such as Fire Bolt, as well as a fully Automathing Cantrip Beam Progression, such as Eldritch Blast. You might wonder what solution I'd have found for Toll the Dead Cantrip:
Toll the Dead Cantrip (scales with Player Level): [[[[(floor((@{level} +1) /6)) +1]]d8]] + [[([[(floor((@{level} +1) /6)) +1]]d5)-[[(floor((@{level} +1) /6)) +1]]]]
These can be entered into any 5e Character Sheet I'm aware of in the Ability section as is, & should function properly as far as I am aware. (Only tested it with OGL & Community, note: Community Sheet doesn't have a _mod suffix available unless you personally add it to the list with the correct Math) (if you try it out and it doesn't work, send me a message with the Sheet Name & the permalink for this message so I can update my message)
But this is further applied to even Class Abilities, such as the Monk's Unarmed Strike Damage:
Monk Unarmed Strike (scales with CLASS Level): 1d[[((floor((@{level} +1) /6)) +2) *2]]
Below is a list of the 4 Options for Automathing the Monk's Unarmed Strike Damage when a Character goes Multiclass in the OGL Sheet, which can support 4 Classes Simultaneously.
These can be placed in the Damage & Critical sections, and parsed correctly once sent, although the OGL Sheet refuses to recognize the floor() command for the Preview Text for the Damage, also by adding a Square Brackets around the 1d# section you can create your own Templates with this information using the inline Rolling:
Monk Unarmed Strike (OGL Sheet: Main Monk): 1d[[((floor((@{base_level} +1) /6)) +2) *2]]
Monk Unarmed Strike (OGL Sheet: 2nd Class Monk): 1d[[((floor((@{multiclass1_lv} +1) /6)) +2) *2]]
Monk Unarmed Strike (OGL Sheet: 3rd Class Monk): 1d[[((floor((@{multiclass2_lv} +1) /6)) +2) *2]]
Monk Unarmed Strike (OGL Sheet: 4th Class Monk): 1d[[((floor((@{multiclass3_lv} +1) /6)) +2) *2]]